Merge pull request #183 from teamfisk/Menu

Menu
This commit is contained in:
Adam Byléhn
2016-03-09 12:33:36 +01:00
37 changed files with 7160 additions and 315 deletions
+1 -12
View File
@@ -29,18 +29,7 @@
#include "Core/EAmmoPickup.h"
#include "Network/ESearchForServers.h"
#include "../Game/Events/EDashAbility.h"
struct ServerInfo
{
ServerInfo(std::string a, int b, std::string c, int d)
{
Address = a; Port = b; Name = c; PlayersConnected = d;
}
std::string Address = "";
int Port = 0;
std::string Name = "";
int PlayersConnected = 0;
};
#include "Network/EDisplayServerlist.h"
class Client : public Network
{
+17
View File
@@ -0,0 +1,17 @@
#ifndef Events_ConnectRequest_h__
#define Events_ConnectRequest_h__
#include "Core/EventBroker.h"
namespace Events
{
struct ConnectRequest : public Event
{
std::string IP = "";
int Port = 0;
};
}
#endif
@@ -0,0 +1,29 @@
#ifndef Events_DisplayServerlist_h__
#define Events_DisplayServerlist_h__
#include <string>
#include <vector>
#include "Core/Event.h"
struct ServerInfo
{
ServerInfo(std::string address, int port, std::string name, int players)
{
Address = address; Port = port; Name = name; PlayersConnected = players;
}
std::string Address = "";
int Port = 0;
std::string Name = "";
int PlayersConnected = 0;
};
namespace Events
{
struct DisplayServerlist : public Event
{
std::vector<ServerInfo> Serverlist;
};
}
#endif
+70
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@@ -0,0 +1,70 @@
#ifndef BlurHUD_h__
#define BlurHUD_h__
#include "IRenderer.h"
#include "DrawBloomPassState.h"
//#include "LightCullingPass.h" Finalpass om den skall skickas in
#include "FrameBuffer.h"
#include "ShaderProgram.h"
//#include "Util/UnorderedMapVec2.h"
#include "Texture.h"
class BlurHUD
{
public:
BlurHUD(IRenderer* renderer);
~BlurHUD() { }
void InitializeTextures();
void InitializeFrameBuffers();
void InitializeShaderPrograms();
void InitializeBuffers();
void ClearBuffer();
void FillGaussianBuffer(FrameBuffer* fb);
GLuint Draw(GLuint texture, RenderScene& scene);
void OnWindowResize();
void FillStencil(RenderScene& scene);
GLuint CombineTextures(GLuint texture1, GLuint texture2);
//Getters
//Return the blurred result of the texture that was sent into draw
GLuint GaussianTexture() const {
if (m_Quality == 0) {
return m_BlackTexture->m_Texture;
} else {
return m_GaussianTexture_vert;
}
}
private:
Texture* m_BlackTexture;
Model* m_ScreenQuad;
const IRenderer* m_Renderer;
ConfigFile* m_Config;
//const LightCullingPass* m_LightCullingPass
int m_Iterations = 3;
int m_Quality = 0;
float m_BlurQuality = 2.f;
GLuint m_GaussianTexture_horiz = 0;
GLuint m_GaussianTexture_vert = 0;
GLuint m_DepthStencil_horiz = 0;
GLuint m_DepthStencil_vert = 0;
GLuint m_CombinedTexture = 0;
FrameBuffer m_GaussianFrameBuffer_horiz;
FrameBuffer m_GaussianFrameBuffer_vert;
FrameBuffer m_CombinedTextureBuffer;
ShaderProgram* m_GaussianProgram_horiz;
ShaderProgram* m_GaussianProgram_vert;
ShaderProgram* m_FillDepthStencilProgram;
ShaderProgram* m_CombineTexturesProgram;
};
#endif
+8 -1
View File
@@ -11,6 +11,7 @@
#include "Util/UnorderedMapVec2.h"
#include "Util/CommonFunctions.h"
#include "Texture.h"
#include "BlurHUD.h"
class DrawFinalPass
{
@@ -20,7 +21,7 @@ public:
void InitializeTextures();
void InitializeFrameBuffers();
void InitializeShaderPrograms();
void Draw(RenderScene& scene);
void Draw(RenderScene& scene, BlurHUD* blurHUDPass);
void ClearBuffer();
void OnWindowResize();
@@ -28,6 +29,10 @@ public:
GLuint BloomTexture() const { return m_BloomTexture; }
//Return the texture with diffuse and lighting of the scene.
GLuint SceneTexture() const { return m_SceneTexture; }
//Return the SceneTexture with the blurred HUD bits.
GLuint CombinedSceneTexture() const { return m_CombinedTexture; }
//Return the blurred scene texture.
GLuint FullBlurredTexture() const { return m_FullBlurredTexture; }
//Return the framebuffer used in the scene rendering stage.
FrameBuffer* FinalPassFrameBuffer() { return &m_FinalPassFrameBuffer; }
@@ -57,6 +62,8 @@ private:
GLuint m_DepthBuffer;
GLuint m_ShieldBuffer;
GLuint m_CubeMapTexture;
GLuint m_FullBlurredTexture;
GLuint m_CombinedTexture; //This can be removed for less memory usage, just set m_sceneTexture to the return from m_BlurHUDPass.CombineTextures
//maqke this component based i guess?
GLuint m_ShieldPixelRate = 16;
+1
View File
@@ -33,6 +33,7 @@ struct RenderScene
Rectangle Viewport;
bool ClearDepth = false;
bool ShouldBlur = false;
glm::vec4 AmbientColor;
void Clear()
+2
View File
@@ -18,6 +18,7 @@
#include "DrawColorCorrectionPass.h"
#include "SSAOPass.h"
#include "CubeMapPass.h"
#include "BlurHUD.h"
#include "../Core/EventBroker.h"
#include "ImGuiRenderPass.h"
#include "Camera.h"
@@ -75,6 +76,7 @@ private:
DrawColorCorrectionPass* m_DrawColorCorrectionPass;
SSAOPass* m_SSAOPass;
CubeMapPass* m_CubeMapPass;
BlurHUD* m_BlurHUDPass;
//----------------------Functions----------------------//
void InitializeWindow();
+3
View File
@@ -32,6 +32,8 @@ struct SpriteJob : RenderJob
EndIndex = matProp.material->EndIndex;
Matrix = matrix;
Color = cSprite["Color"];
BlurBackground = (bool)cSprite["BlurBackground"];
Entity = cSprite.EntityID;
Position = Transform::AbsolutePosition(world, cSprite.EntityID);
Depth = 0;
@@ -65,6 +67,7 @@ struct SpriteJob : RenderJob
bool Pickable;
bool IsIndicator = false;
bool BlurBackground = false;
glm::vec4 FillColor = glm::vec4(0);
float FillPercentage = 0.0;
@@ -1,15 +1,19 @@
#ifndef MainMenuSystem_h__
#define MainMenuSystem_h__
#include "../Core/System.h"
#include "../Rendering/IRenderer.h"
#include "../Core/ResourceManager.h"
#include "../Core/Event.h"
#include "Core/System.h"
#include "Rendering/IRenderer.h"
#include "Core/ResourceManager.h"
#include "Core/Event.h"
#include "Systems/SpawnerSystem.h"
#include "EButtonClicked.h"
#include "EButtonPressed.h"
#include "EButtonReleased.h"
#include "GUI/EButtonClicked.h"
#include "GUI/EButtonPressed.h"
#include "GUI/EButtonReleased.h"
#include "Input/EInputCommand.h"
#include "Network/ESearchForServers.h"
#include "Network/EConnectRequest.h"
class MainMenuSystem : public ImpureSystem
@@ -27,6 +31,11 @@ private:
bool OnButtonRelease(const Events::ButtonReleased& e);
EventRelay<MainMenuSystem, Events::ButtonPressed> m_EPressed;
bool OnButtonPress(const Events::ButtonPressed& e);
EventRelay<MainMenuSystem, Events::InputCommand> m_EInputCommand;
bool OnInputCommand(const Events::InputCommand& e);
std::string m_CurrentCommand = "";
EntityWrapper m_OpenSubMenu = EntityWrapper::Invalid;
};
+29
View File
@@ -0,0 +1,29 @@
#ifndef ServerListSystem_h__
#define ServerListSystem_h__
#include "Core/System.h"
#include "Rendering/IRenderer.h"
#include "Core/ResourceManager.h"
#include "Core/Event.h"
#include "Systems/SpawnerSystem.h"
#include "Core/EventBroker.h"
#include "Network/ESearchForServers.h"
#include "Network/EDisplayServerlist.h"
class ServerListSystem : public PureSystem
{
public:
ServerListSystem(SystemParams params, IRenderer* renderer);
virtual void UpdateComponent(EntityWrapper& entity, ComponentWrapper& cServerList, double dt) override;
void RefreshList();
private:
IRenderer* m_Renderer;
EventRelay<ServerListSystem, Events::DisplayServerlist> m_EServerListRecieved;
bool OnServerListRecieved(const Events::DisplayServerlist& e);
};
#endif
+2
View File
@@ -66,4 +66,6 @@
<xs:include schemaLocation="Components/ScoreScreen.xsd"/>
<xs:include schemaLocation="Components/ScoreIdentity.xsd"/>
<xs:include schemaLocation="Components/NetworkComponent.xsd"/>
<xs:include schemaLocation="Components/ServerIdentity.xsd"/>
<xs:include schemaLocation="Components/ServerList.xsd"/>
</xs:schema>
@@ -0,0 +1,7 @@
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
<ServerIdentity xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="ServerIdentity.xsd">
<IP>123.123.123.123</IP>
<Port>65999</Port>
<ServerName>UnkownServer</ServerName>
<PlayersConnected>0</PlayersConnected>
</ServerIdentity>
@@ -0,0 +1,23 @@
<?xml version="1.0"?>
<xs:schema xmlns:xs="http://www.w3.org/2001/XMLSchema" xmlns:t="types">
<xs:import schemaLocation="../Types.xsd" namespace="types"/>
<xs:element name="ServerIdentity">
<xs:annotation><xs:documentation>A component for tracking the data of servers in the serverlist.</xs:documentation></xs:annotation>
<xs:complexType>
<xs:all>
<xs:element name="IP" type="t:string" minOccurs="0">
<xs:annotation><xs:documentation>The IP adress of the server.</xs:documentation></xs:annotation>
</xs:element>
<xs:element name="Port" type="t:int" minOccurs="0">
<xs:annotation><xs:documentation>Port used to connect to the server.</xs:documentation></xs:annotation>
</xs:element>
<xs:element name="ServerName" type="t:string" minOccurs="0">
<xs:annotation><xs:documentation>Name of the server.</xs:documentation></xs:annotation>
</xs:element>
<xs:element name="PlayersConnected" type="t:int" minOccurs="0">
<xs:annotation><xs:documentation>Amount of players connected to the server.</xs:documentation></xs:annotation>
</xs:element>
</xs:all>
</xs:complexType>
</xs:element>
</xs:schema>
@@ -0,0 +1,6 @@
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
<ServerList xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="ServerList.xsd">
<TotalIdentities>0</TotalIdentities>
<NextPosition>0</NextPosition>
<Offset X="0.0" Y="0.0" Z="0.0"/>
</ServerList>
@@ -0,0 +1,20 @@
<?xml version="1.0"?>
<xs:schema xmlns:xs="http://www.w3.org/2001/XMLSchema" xmlns:t="types">
<xs:import schemaLocation="../Types.xsd" namespace="types"/>
<xs:element name="ServerList">
<xs:annotation><xs:documentation>The menulist where servers will be listed.</xs:documentation></xs:annotation>
<xs:complexType>
<xs:all>
<xs:element name="TotalIdentities" type="t:int" minOccurs="0">
<xs:annotation><xs:documentation>The amount of server identities in this list.</xs:documentation></xs:annotation>
</xs:element>
<xs:element name="NextPosition" type="t:int" minOccurs="0">
<xs:annotation><xs:documentation>Where the next serverIdentity should be placed.</xs:documentation></xs:annotation>
</xs:element>
<xs:element name="Offset" type="t:Vector" minOccurs="0">
<xs:annotation><xs:documentation>How much offset should be applied per position</xs:documentation></xs:annotation>
</xs:element>
</xs:all>
</xs:complexType>
</xs:element>
</xs:schema>
+1
View File
@@ -5,4 +5,5 @@
<Color R="1" G="1" B="1" A="1"/>
<Visible>true</Visible>
<DepthSort>true</DepthSort>
<BlurBackground>false</BlurBackground>
</Sprite>
+3
View File
@@ -24,6 +24,9 @@
<xs:element name="DepthSort" type="t:bool" minOccurs="0">
<xs:annotation><xs:documentation>Whether the sprite should be sorted with depth or not. Only use false for textures that are on HUD</xs:documentation></xs:annotation>
</xs:element>
<xs:element name="BlurBackground" type="t:bool" minOccurs="0">
<xs:annotation><xs:documentation>Wether the background should be blurred begind this sprite.</xs:documentation></xs:annotation>
</xs:element>
</xs:all>
</xs:complexType>
</xs:element>
+208
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@@ -0,0 +1,208 @@
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
<Entity name="MainMenuOrigin" xmlns:c="components" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../Types/Entity.xsd">
<Components>
<c:Menu/>
<c:Transform>
<Position X="0" Y="0" Z="-0.5"/>
</c:Transform>
</Components>
<Children>
<Entity name="Side_Origin">
<Components>
<c:Transform>
<Position X="-0.377000004" Y="0.0400000028" Z="0"/>
<Orientation X="0" Y="0.797000051" Z="0"/>
</c:Transform>
</Components>
<Children>
<Entity name="ButtonPos_3">
<Components>
<c:Transform>
<Position X="0" Y="-0.140000001" Z="0"/>
</c:Transform>
</Components>
<Children>
<Entity name="Button_3">
<Components>
<c:Button/>
<c:Sprite>
<DiffuseTexture>Textures/Core/White.png</DiffuseTexture>
<BlurBackground>true</BlurBackground>
<GlowMap></GlowMap>
<Color A="0.588235319" B="1" G="1" R="1"/>
</c:Sprite>
<c:Transform>
<Scale X="0.200000003" Y="0.0500000007" Z="1"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="Text">
<Components>
<c:Text>
<Content>Credits</Content>
<Resource>Fonts/DroidSans.ttf,64</Resource>
<Color A="1" B="0" G="0" R="0"/>
<Alignment>
<Left/>
</Alignment>
</c:Text>
<c:Transform>
<Position X="-0.075000003" Y="-0.0150000006" Z="0.00100000005"/>
<Scale X="0.0199999996" Y="0.0199999996" Z="1"/>
</c:Transform>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
<Entity name="ButtonPos_1">
<Components>
<c:Transform/>
</Components>
<Children>
<Entity name="Button_1">
<Components>
<c:Button/>
<c:Sprite>
<DiffuseTexture>Textures/Core/White.png</DiffuseTexture>
<BlurBackground>true</BlurBackground>
<GlowMap></GlowMap>
<Color A="0.588235319" B="1" G="1" R="1"/>
</c:Sprite>
<c:InputCmdButton>
<Command>Play</Command>
<PressValue>1</PressValue>
</c:InputCmdButton>
<c:Transform>
<Scale X="0.200000003" Y="0.0500000007" Z="1"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="Text">
<Components>
<c:Text>
<Content>Play</Content>
<Resource>Fonts/DroidSans.ttf,64</Resource>
<Color A="1" B="0" G="0" R="0"/>
<Alignment>
<Left/>
</Alignment>
</c:Text>
<c:Transform>
<Position X="-0.075000003" Y="-0.0150000006" Z="0.00100000005"/>
<Scale X="0.0199999996" Y="0.0199999996" Z="1"/>
</c:Transform>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
<Entity name="ButtonPos_2">
<Components>
<c:Transform>
<Position X="0" Y="-0.0700000003" Z="0"/>
</c:Transform>
</Components>
<Children>
<Entity name="Button_2">
<Components>
<c:Button/>
<c:Sprite>
<DiffuseTexture>Textures/Core/White.png</DiffuseTexture>
<BlurBackground>true</BlurBackground>
<GlowMap></GlowMap>
<Color A="0.588235319" B="1" G="1" R="1"/>
</c:Sprite>
<c:Transform>
<Scale X="0.200000003" Y="0.0500000007" Z="1"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="Text">
<Components>
<c:Text>
<Content>Option</Content>
<Resource>Fonts/DroidSans.ttf,64</Resource>
<Color A="1" B="0" G="0" R="0"/>
<Alignment>
<Left/>
</Alignment>
</c:Text>
<c:Transform>
<Position X="-0.075000003" Y="-0.0150000006" Z="0.00100000005"/>
<Scale X="0.0199999996" Y="0.0199999996" Z="1"/>
</c:Transform>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
<Entity name="ButtonPos_4">
<Components>
<c:Transform>
<Position X="0" Y="-0.209999993" Z="0"/>
</c:Transform>
</Components>
<Children>
<Entity name="Button_4">
<Components>
<c:Button/>
<c:Sprite>
<DiffuseTexture>Textures/Core/White.png</DiffuseTexture>
<BlurBackground>true</BlurBackground>
<GlowMap></GlowMap>
<Color A="0.588235319" B="1" G="1" R="1"/>
</c:Sprite>
<c:Transform>
<Scale X="0.200000003" Y="0.0500000007" Z="1"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="Text">
<Components>
<c:Text>
<Content>Quit</Content>
<Resource>Fonts/DroidSans.ttf,64</Resource>
<Color A="1" B="0" G="0" R="0"/>
<Alignment>
<Left/>
</Alignment>
</c:Text>
<c:Transform>
<Position X="-0.075000003" Y="-0.0150000006" Z="0.00100000005"/>
<Scale X="0.0199999996" Y="0.0199999996" Z="1"/>
</c:Transform>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
</Children>
</Entity>
<Entity name="Popup_Origin">
<Components>
<c:Transform>
<Position X="-0.103822395" Y="0" Z="0"/>
</c:Transform>
</Components>
<Children>
<Entity name="PlaySpawner">
<Components>
<c:Spawner>
<EntityFile>Schema/Entities/ServerList.xml</EntityFile>
</c:Spawner>
<c:Transform/>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
</Children>
</Entity>
+206 -200
View File
@@ -3,7 +3,7 @@
<Components>
<c:CapturePointGameMode>
<RespawnTime>4.7473226580121377</RespawnTime>
<RespawnTime>3.6154132075906489</RespawnTime>
</c:CapturePointGameMode>
<c:Transform>
<Position X="0" Y="-1" Z="0"/>
@@ -11,6 +11,104 @@
</Components>
<Children>
<Entity name="AnimationTestOrigin">
<Components>
<c:Transform>
<Position X="-9.21499538" Y="0" Z="8.55711079"/>
<Orientation X="0" Y="4.829" Z="0"/>
</c:Transform>
</Components>
<Children>
<Entity name="RunAnim">
<Components>
<c:Animation>
<AnimationName></AnimationName>
</c:Animation>
<c:Model>
<Resource>Models/Characters/Assault/AssaultAnimated.mesh</Resource>
</c:Model>
<c:Transform>
<Position X="0.786919653" Y="0" Z="0"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="Walkanim">
<Components>
<c:Animation>
<AnimationName></AnimationName>
</c:Animation>
<c:Model>
<Resource>Models/Characters/Assault/AssaultAnimated.mesh</Resource>
</c:Model>
<c:Transform/>
</Components>
<Children/>
</Entity>
<Entity name="AnimationText">
<Components>
<c:Text>
<Content>Animation test</Content>
<Resource>Fonts/DroidSans.ttf,64</Resource>
</c:Text>
<c:Transform>
<Position X="0" Y="2.4000001" Z="0"/>
<Orientation X="0" Y="3.08300018" Z="0"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="AssetBase">
<Components>
<c:Model>
<Resource>Models/Core/UnitCylinder.mesh</Resource>
<Color A="1" B="1.56862748" G="1.56862748" R="1.56862748"/>
</c:Model>
<c:Transform>
<Position X="-1.10000002" Y="-0.231354833" Z="0"/>
</c:Transform>
</Components>
<Children>
<Entity name="Light">
<Components>
<c:PointLight/>
<c:Transform>
<Position X="0" Y="0.663784981" Z="0"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="RotationOrigin">
<Components>
<c:RaptorCopter>
<Speed>0.5</Speed>
<Axis X="0" Y="1" Z="0"/>
</c:RaptorCopter>
<c:Transform>
<Orientation X="0" Y="2907.64526" Z="0"/>
</c:Transform>
</Components>
<Children>
<Entity name="Asset">
<Components>
<c:Animation>
<AnimationName></AnimationName>
</c:Animation>
<c:Model>
<Resource>Models/Characters/Assault/AssaultAnimated.mesh</Resource>
</c:Model>
<c:Transform>
<Position X="0" Y="0.5" Z="0"/>
</c:Transform>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
</Children>
</Entity>
</Children>
</Entity>
<Entity name="Ground">
<Components>
<c:AABB/>
@@ -43,7 +141,7 @@
<Axis X="0" Y="1" Z="0"/>
</c:RaptorCopter>
<c:Transform>
<Orientation X="0" Y="9038.11328" Z="0"/>
<Orientation X="0" Y="9141.29785" Z="0"/>
</c:Transform>
</Components>
<Children>
@@ -96,115 +194,11 @@
</c:Model>
<c:Transform>
<Position X="2.1529963" Y="6.59221172" Z="0.169116676"/>
<Orientation X="4.16300011" Y="18876.6172" Z="0"/>
<Orientation X="4.16300011" Y="18980.4727" Z="0"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="AnimationTestOrigin">
<Components>
<c:Transform>
<Position X="-9.21499538" Y="0" Z="8.55711079"/>
<Orientation X="0" Y="4.829" Z="0"/>
</c:Transform>
</Components>
<Children>
<Entity name="RunAnim">
<Components>
<c:Animation>
<AnimationName1></AnimationName1>
<AnimationName2></AnimationName2>
<AnimationName3></AnimationName3>
</c:Animation>
<c:Model>
<Resource>Models/Characters/Assault/AssaultAnimated.mesh</Resource>
</c:Model>
<c:Transform>
<Position X="0.786919653" Y="0" Z="0"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="Walkanim">
<Components>
<c:Animation>
<AnimationName1></AnimationName1>
<AnimationName2></AnimationName2>
<AnimationName3></AnimationName3>
</c:Animation>
<c:Model>
<Resource>Models/Characters/Assault/AssaultAnimated.mesh</Resource>
</c:Model>
<c:Transform/>
</Components>
<Children/>
</Entity>
<Entity name="AnimationText">
<Components>
<c:Text>
<Content>Animation test</Content>
<Resource>Fonts/DroidSans.ttf,64</Resource>
</c:Text>
<c:Transform>
<Position X="0" Y="2.4000001" Z="0"/>
<Orientation X="0" Y="3.08300018" Z="0"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="AssetBase">
<Components>
<c:Model>
<Resource>Models/Core/UnitCylinder.mesh</Resource>
<Color A="1" B="1.56862748" G="1.56862748" R="1.56862748"/>
</c:Model>
<c:Transform>
<Position X="-1.10000002" Y="-0.231354833" Z="0"/>
</c:Transform>
</Components>
<Children>
<Entity name="Light">
<Components>
<c:PointLight/>
<c:Transform>
<Position X="0" Y="0.663784981" Z="0"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="RotationOrigin">
<Components>
<c:RaptorCopter>
<Speed>0.5</Speed>
<Axis X="0" Y="1" Z="0"/>
</c:RaptorCopter>
<c:Transform>
<Orientation X="0" Y="2856.05518" Z="0"/>
</c:Transform>
</Components>
<Children>
<Entity name="Asset">
<Components>
<c:Animation>
<AnimationName1></AnimationName1>
<AnimationName2></AnimationName2>
<AnimationName3></AnimationName3>
</c:Animation>
<c:Model>
<Resource>Models/Characters/Assault/AssaultAnimated.mesh</Resource>
</c:Model>
<c:Transform>
<Position X="0" Y="0.5" Z="0"/>
</c:Transform>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
</Children>
</Entity>
</Children>
</Entity>
<Entity name="SpheresOrigin">
<Components>
<c:Transform>
@@ -228,7 +222,7 @@
<Axis X="1" Y="1" Z="1"/>
</c:RaptorCopter>
<c:Transform>
<Orientation X="17467.0977" Y="17467.0977" Z="17467.0977"/>
<Orientation X="17570.9531" Y="17570.9531" Z="17570.9531"/>
</c:Transform>
</Components>
<Children>
@@ -292,7 +286,7 @@
<Axis X="0" Y="1" Z="0"/>
</c:RaptorCopter>
<c:Transform>
<Orientation X="0" Y="17263.0938" Z="0"/>
<Orientation X="0" Y="17366.9492" Z="0"/>
</c:Transform>
</Components>
<Children>
@@ -324,7 +318,7 @@
<Axis X="0.699999988" Y="1" Z="0.300000012"/>
</c:RaptorCopter>
<c:Transform>
<Orientation X="12630.0664" Y="17990.5039" Z="5383.80176"/>
<Orientation X="12702.4932" Y="18094.3594" Z="5414.53027"/>
</c:Transform>
</Components>
<Children>
@@ -395,15 +389,15 @@
<Children>
<Entity name="SpawnerRedTeam">
<Components>
<c:PlayerSpawn/>
<c:Spawner>
<EntityFile>Schema/Entities/Player.xml</EntityFile>
</c:Spawner>
<c:Team>
<Team>
<Red/>
</Team>
</c:Team>
<c:PlayerSpawn/>
<c:Spawner>
<EntityFile>Schema/Entities/Player.xml</EntityFile>
</c:Spawner>
<c:Transform>
<Position X="0" Y="0" Z="-3"/>
</c:Transform>
@@ -465,15 +459,15 @@
</Entity>
<Entity name="SpawnerBlueTeam">
<Components>
<c:PlayerSpawn/>
<c:Spawner>
<EntityFile>Schema/Entities/Player.xml</EntityFile>
</c:Spawner>
<c:Team>
<Team>
<Blue/>
</Team>
</c:Team>
<c:PlayerSpawn/>
<c:Spawner>
<EntityFile>Schema/Entities/Player.xml</EntityFile>
</c:Spawner>
<c:Transform>
<Position X="0" Y="0" Z="3"/>
<Orientation X="0" Y="3.20000005" Z="0"/>
@@ -619,8 +613,8 @@
</c:Model>
<c:Transform>
<Position X="1.16991854" Y="0.5" Z="-1.42708254"/>
<Scale X="3.70000029" Y="1" Z="1"/>
<Orientation X="1.80400014" Y="3.6650002" Z="4.94500017"/>
<Scale X="3.70000029" Y="1" Z="1"/>
</c:Transform>
</Components>
<Children/>
@@ -674,7 +668,7 @@
<Axis X="0" Y="1" Z="0"/>
</c:RaptorCopter>
<c:Transform>
<Orientation X="0" Y="1153.80225" Z="0"/>
<Orientation X="0" Y="1205.41614" Z="0"/>
</c:Transform>
</Components>
<Children>
@@ -721,7 +715,7 @@
<Axis X="0" Y="1" Z="0"/>
</c:RaptorCopter>
<c:Transform>
<Orientation X="0" Y="1153.80225" Z="0"/>
<Orientation X="0" Y="1205.41614" Z="0"/>
</c:Transform>
</Components>
<Children>
@@ -781,7 +775,7 @@
<Axis X="0" Y="1" Z="0"/>
</c:RaptorCopter>
<c:Transform>
<Orientation X="0" Y="1153.80225" Z="0"/>
<Orientation X="0" Y="1205.41614" Z="0"/>
</c:Transform>
</Components>
<Children>
@@ -828,7 +822,7 @@
<Axis X="0" Y="1" Z="0"/>
</c:RaptorCopter>
<c:Transform>
<Orientation X="0" Y="1153.80225" Z="0"/>
<Orientation X="0" Y="1205.41614" Z="0"/>
</c:Transform>
</Components>
<Children>
@@ -874,7 +868,7 @@
<Axis X="0" Y="1" Z="0"/>
</c:RaptorCopter>
<c:Transform>
<Orientation X="0" Y="1153.80225" Z="0"/>
<Orientation X="0" Y="1205.41614" Z="0"/>
</c:Transform>
</Components>
<Children>
@@ -921,7 +915,7 @@
<Axis X="0" Y="1" Z="0"/>
</c:RaptorCopter>
<c:Transform>
<Orientation X="0" Y="1153.80225" Z="0"/>
<Orientation X="0" Y="1205.41614" Z="0"/>
</c:Transform>
</Components>
<Children>
@@ -968,7 +962,7 @@
<Axis X="0" Y="1" Z="0"/>
</c:RaptorCopter>
<c:Transform>
<Orientation X="0" Y="1153.80225" Z="0"/>
<Orientation X="0" Y="1205.41614" Z="0"/>
</c:Transform>
</Components>
<Children>
@@ -1023,22 +1017,22 @@
<Components>
<c:AABB/>
<c:CapturePoint>
<CaptureTimer>15</CaptureTimer>
<HomePointForTeam>
<Red/>
</HomePointForTeam>
<CaptureTimer>15</CaptureTimer>
</c:CapturePoint>
<c:Team>
<Team>
<Red/>
</Team>
</c:Team>
<c:Trigger/>
<c:Model>
<Resource>Models/Core/UnitCube.mesh</Resource>
<Color A="0.300000012" B="0" G="0" R="1"/>
<Transparent>true</Transparent>
</c:Model>
<c:Team>
<Team>
<Red/>
</Team>
</c:Team>
<c:Transform>
<Position X="0" Y="2" Z="0"/>
<Scale X="8" Y="4" Z="8"/>
@@ -1054,8 +1048,8 @@
</c:Text>
<c:Transform>
<Position X="0" Y="4" Z="0"/>
<Scale X="0.400000006" Y="0.400000006" Z="0.400000006"/>
<Orientation X="0" Y="4.71200037" Z="0"/>
<Scale X="0.400000006" Y="0.400000006" Z="0.400000006"/>
</c:Transform>
</Components>
<Children/>
@@ -1078,13 +1072,13 @@
<c:CapturePoint>
<CapturePointNumber>1</CapturePointNumber>
</c:CapturePoint>
<c:Team/>
<c:Trigger/>
<c:Model>
<Resource>Models/Core/UnitCube.mesh</Resource>
<Color A="0.300000012" B="1" G="1" R="1"/>
<Transparent>true</Transparent>
</c:Model>
<c:Team/>
<c:Transform>
<Position X="0" Y="2" Z="0"/>
<Scale X="8" Y="4" Z="8"/>
@@ -1100,8 +1094,8 @@
</c:Text>
<c:Transform>
<Position X="0" Y="4" Z="0"/>
<Scale X="0.400000006" Y="0.400000006" Z="1"/>
<Orientation X="0" Y="4.71200037" Z="0"/>
<Scale X="0.400000006" Y="0.400000006" Z="1"/>
</c:Transform>
</Components>
<Children/>
@@ -1122,13 +1116,13 @@
<c:CapturePoint>
<CapturePointNumber>2</CapturePointNumber>
</c:CapturePoint>
<c:Team/>
<c:Trigger/>
<c:Model>
<Resource>Models/Core/UnitCube.mesh</Resource>
<Color A="0.300000012" B="1" G="1" R="1"/>
<Transparent>true</Transparent>
</c:Model>
<c:Team/>
<c:Transform>
<Position X="0" Y="2" Z="0"/>
<Scale X="8" Y="4" Z="8"/>
@@ -1144,8 +1138,8 @@
</c:Text>
<c:Transform>
<Position X="0" Y="4" Z="0"/>
<Scale X="0.400000006" Y="0.400000006" Z="0.400000006"/>
<Orientation X="0" Y="4.71200037" Z="0"/>
<Scale X="0.400000006" Y="0.400000006" Z="0.400000006"/>
</c:Transform>
</Components>
<Children/>
@@ -1168,13 +1162,13 @@
<c:CapturePoint>
<CapturePointNumber>3</CapturePointNumber>
</c:CapturePoint>
<c:Team/>
<c:Trigger/>
<c:Model>
<Resource>Models/Core/UnitCube.mesh</Resource>
<Color A="0.300000012" B="1" G="1" R="1"/>
<Transparent>true</Transparent>
</c:Model>
<c:Team/>
<c:Transform>
<Position X="0" Y="2" Z="0"/>
<Scale X="8" Y="4" Z="8"/>
@@ -1190,8 +1184,8 @@
</c:Text>
<c:Transform>
<Position X="0" Y="4" Z="0"/>
<Scale X="0.400000006" Y="0.400000006" Z="1"/>
<Orientation X="0" Y="4.71200037" Z="0"/>
<Scale X="0.400000006" Y="0.400000006" Z="1"/>
</c:Transform>
</Components>
<Children/>
@@ -1212,23 +1206,23 @@
<Components>
<c:AABB/>
<c:CapturePoint>
<CaptureTimer>-15</CaptureTimer>
<HomePointForTeam>
<Blue/>
</HomePointForTeam>
<CaptureTimer>-15</CaptureTimer>
<CapturePointNumber>4</CapturePointNumber>
</c:CapturePoint>
<c:Team>
<Team>
<Blue/>
</Team>
</c:Team>
<c:Trigger/>
<c:Model>
<Resource>Models/Core/UnitCube.mesh</Resource>
<Color A="0.300000012" B="1" G="0" R="0"/>
<Transparent>true</Transparent>
</c:Model>
<c:Team>
<Team>
<Blue/>
</Team>
</c:Team>
<c:Transform>
<Position X="0" Y="2" Z="0"/>
<Scale X="8" Y="4" Z="8"/>
@@ -1244,8 +1238,8 @@
</c:Text>
<c:Transform>
<Position X="0" Y="4" Z="0"/>
<Scale X="0.400000006" Y="0.400000006" Z="0.400000006"/>
<Orientation X="0" Y="4.71200037" Z="0"/>
<Scale X="0.400000006" Y="0.400000006" Z="0.400000006"/>
</c:Transform>
</Components>
<Children/>
@@ -1285,8 +1279,8 @@
</c:Text>
<c:Transform>
<Position X="0" Y="13.1000004" Z="0"/>
<Scale X="2" Y="2" Z="2"/>
<Orientation X="0" Y="3.08300018" Z="0"/>
<Scale X="2" Y="2" Z="2"/>
</c:Transform>
</Components>
<Children/>
@@ -1382,7 +1376,7 @@
<Axis X="0" Y="1" Z="0"/>
</c:RaptorCopter>
<c:Transform>
<Orientation X="0" Y="1687.52917" Z="0"/>
<Orientation X="0" Y="1739.14307" Z="0"/>
</c:Transform>
</Components>
<Children>
@@ -1391,7 +1385,7 @@
<c:ExplosionEffect>
<ColorByDistance>true</ColorByDistance>
<Velocity X="0.800000012" Y="0.0379999988" Z="0"/>
<TimeSinceDeath>2.5396116058983438</TimeSinceDeath>
<TimeSinceDeath>1.5712751414989441</TimeSinceDeath>
<ExplosionDuration>3.7999999523162842</ExplosionDuration>
<EndColor A="0" B="23.5294113" G="11.7647057" R="0"/>
<Randomness>true</Randomness>
@@ -1438,7 +1432,7 @@
<Axis X="0" Y="1" Z="0"/>
</c:RaptorCopter>
<c:Transform>
<Orientation X="0" Y="1687.52917" Z="0"/>
<Orientation X="0" Y="1739.14307" Z="0"/>
</c:Transform>
</Components>
<Children>
@@ -1447,7 +1441,7 @@
<c:ExplosionEffect>
<Velocity X="0.5" Y="1" Z="0"/>
<ExplosionOrigin X="0" Y="0.900000036" Z="0"/>
<TimeSinceDeath>1.5396208215609732</TimeSinceDeath>
<TimeSinceDeath>0.85439856235552725</TimeSinceDeath>
</c:ExplosionEffect>
<c:Model>
<Resource>Models/Characters/Assault/AssaultTPose.mesh</Resource>
@@ -1490,22 +1484,20 @@
<Axis X="0" Y="1" Z="0"/>
</c:RaptorCopter>
<c:Transform>
<Orientation X="0" Y="1687.52917" Z="0"/>
<Orientation X="0" Y="1739.14307" Z="0"/>
</c:Transform>
</Components>
<Children>
<Entity name="Asset">
<Components>
<c:Animation>
<AnimationName1></AnimationName1>
<AnimationName2></AnimationName2>
<AnimationName3></AnimationName3>
<AnimationName></AnimationName>
</c:Animation>
<c:ExplosionEffect>
<ColorByDistance>true</ColorByDistance>
<Velocity X="0.300000012" Y="2" Z="0"/>
<ExplosionOrigin X="0" Y="1.30000007" Z="-0.200000003"/>
<TimeSinceDeath>1.5396208215609732</TimeSinceDeath>
<TimeSinceDeath>0.85439856235552725</TimeSinceDeath>
<EndColor A="0" B="0.333333343" G="0.933333337" R="3.92156863"/>
<Randomness>true</Randomness>
</c:ExplosionEffect>
@@ -1550,7 +1542,7 @@
<Axis X="0" Y="1" Z="0"/>
</c:RaptorCopter>
<c:Transform>
<Orientation X="0" Y="1695.30933" Z="0"/>
<Orientation X="0" Y="1746.92322" Z="0"/>
</c:Transform>
</Components>
<Children>
@@ -1560,7 +1552,7 @@
<ColorByDistance>true</ColorByDistance>
<Velocity X="0" Y="0.699999988" Z="0"/>
<ExplosionOrigin X="0" Y="-1.10000002" Z="0"/>
<TimeSinceDeath>4.4522528839264339</TimeSinceDeath>
<TimeSinceDeath>7.5223549108000043</TimeSinceDeath>
<ExplosionDuration>10</ExplosionDuration>
<EndColor A="1" B="0" G="0" R="1"/>
<RandomnessScalar>3</RandomnessScalar>
@@ -1608,7 +1600,7 @@
<Axis X="0" Y="1" Z="0"/>
</c:RaptorCopter>
<c:Transform>
<Orientation X="0" Y="1293.42383" Z="0"/>
<Orientation X="0" Y="1345.03772" Z="0"/>
</c:Transform>
</Components>
<Children>
@@ -1618,7 +1610,7 @@
<ColorByDistance>true</ColorByDistance>
<Velocity X="6" Y="0.100000001" Z="0"/>
<ExplosionOrigin X="0" Y="-10" Z="0"/>
<TimeSinceDeath>3.2362842141074992</TimeSinceDeath>
<TimeSinceDeath>0.39702717854592606</TimeSinceDeath>
<ExponentialAccelaration>true</ExponentialAccelaration>
<ExplosionDuration>5</ExplosionDuration>
<Randomness>true</Randomness>
@@ -1655,8 +1647,8 @@
</c:Text>
<c:Transform>
<Position X="7.57566977" Y="8.63030624" Z="-0.00154382922"/>
<Scale X="2" Y="2" Z="1"/>
<Orientation X="0" Y="1.5710001" Z="0"/>
<Scale X="2" Y="2" Z="1"/>
</c:Transform>
</Components>
<Children/>
@@ -1701,6 +1693,11 @@
<Origin X="0" Y="0.772000015" Z="0"/>
<Size X="1" Y="1.60000002" Z="1"/>
</c:AABB>
<c:Team>
<Team>
<Red/>
</Team>
</c:Team>
<c:Collidable/>
<c:Health/>
<c:Physics>
@@ -1711,11 +1708,6 @@
<MovementSpeed>5</MovementSpeed>
<CurrentWeapon></CurrentWeapon>
</c:Player>
<c:Team>
<Team>
<Red/>
</Team>
</c:Team>
<c:Transform>
<Position X="-1.56735241" Y="0.527999997" Z="0.929739475"/>
</c:Transform>
@@ -1738,8 +1730,8 @@
</c:Text>
<c:Transform>
<Position X="0.100000001" Y="0.248000011" Z="-0.248000011"/>
<Scale X="0.100000001" Y="0.113000005" Z="0.5"/>
<Orientation X="0" Y="3.14199996" Z="0"/>
<Scale X="0.100000001" Y="0.113000005" Z="0.5"/>
</c:Transform>
</Components>
<Children/>
@@ -1777,8 +1769,8 @@
</c:Model>
<c:Transform>
<Position X="-0.383000016" Y="-0.185000002" Z="0"/>
<Scale X="0.150000006" Y="0.150000006" Z="0.150000006"/>
<Orientation X="0" Y="0.594000041" Z="0"/>
<Scale X="0.150000006" Y="0.150000006" Z="0.150000006"/>
</c:Transform>
</Components>
<Children/>
@@ -1790,8 +1782,8 @@
</c:Model>
<c:Transform>
<Position X="0" Y="0" Z="0.200000003"/>
<Scale X="0.00600000005" Y="1" Z="0.00600000005"/>
<Orientation X="1.57000005" Y="0" Z="0"/>
<Scale X="0.00600000005" Y="1" Z="0.00600000005"/>
</c:Transform>
</Components>
<Children/>
@@ -1801,7 +1793,7 @@
<c:ExplosionEffect>
<ColorByDistance>true</ColorByDistance>
<Velocity X="0.800000012" Y="0.0379999988" Z="0"/>
<TimeSinceDeath>2.5396116058983438</TimeSinceDeath>
<TimeSinceDeath>1.5712751414989441</TimeSinceDeath>
<ExplosionDuration>3.7999999523162842</ExplosionDuration>
<EndColor A="0" B="23.5294113" G="11.7647057" R="0"/>
<Randomness>true</Randomness>
@@ -1845,9 +1837,7 @@
<Entity name="PlayerModel">
<Components>
<c:Animation>
<AnimationName1></AnimationName1>
<AnimationName2></AnimationName2>
<AnimationName3></AnimationName3>
<AnimationName></AnimationName>
</c:Animation>
<c:Shielded/>
<c:HiddenForLocalPlayer/>
@@ -1915,8 +1905,8 @@
</c:Model>
<c:Transform>
<Position X="-4.95900011" Y="0" Z="1.29897511"/>
<Scale X="5" Y="5" Z="5"/>
<Orientation X="0.407000005" Y="1.68700004" Z="0"/>
<Scale X="5" Y="5" Z="5"/>
</c:Transform>
</Components>
<Children/>
@@ -1991,20 +1981,20 @@
<Children>
<Entity name="ProgressionHexagon">
<Components>
<c:CapturePointHUD>
<CapturePointNumber>2</CapturePointNumber>
</c:CapturePointHUD>
<c:Fill>
<Color A="0.699999988" B="1" G="0.200000003" R="0"/>
</c:Fill>
<c:CapturePointHUD>
<CapturePointNumber>2</CapturePointNumber>
</c:CapturePointHUD>
<c:Sprite>
<DiffuseTexture>Textures/Core/UnitHexagon_Rotated.png</DiffuseTexture>
<GlowMap></GlowMap>
</c:Sprite>
<c:Transform>
<Position X="0" Y="0" Z="0.00999999978"/>
<Scale X="0.800000012" Y="0.800000012" Z="0.800000012"/>
<Orientation X="0" Y="0" Z="1.57079637"/>
<Scale X="0.800000012" Y="0.800000012" Z="0.800000012"/>
</c:Transform>
</Components>
<Children/>
@@ -2025,20 +2015,20 @@
<Children>
<Entity name="ProgressionHexagon">
<Components>
<c:CapturePointHUD>
<CapturePointNumber>3</CapturePointNumber>
</c:CapturePointHUD>
<c:Fill>
<Color A="0.699999988" B="1" G="0.200000003" R="0"/>
</c:Fill>
<c:CapturePointHUD>
<CapturePointNumber>3</CapturePointNumber>
</c:CapturePointHUD>
<c:Sprite>
<DiffuseTexture>Textures/Core/UnitHexagon_Rotated.png</DiffuseTexture>
<GlowMap></GlowMap>
</c:Sprite>
<c:Transform>
<Position X="0" Y="0" Z="0.00999999978"/>
<Scale X="0.800000012" Y="0.800000012" Z="0.800000012"/>
<Orientation X="0" Y="0" Z="1.57079637"/>
<Scale X="0.800000012" Y="0.800000012" Z="0.800000012"/>
</c:Transform>
</Components>
<Children/>
@@ -2059,21 +2049,21 @@
<Children>
<Entity name="ProgressionHexagon">
<Components>
<c:CapturePointHUD>
<CapturePointNumber>4</CapturePointNumber>
</c:CapturePointHUD>
<c:Fill>
<Percentage>1</Percentage>
<Color A="0.699999988" B="1" G="0.200000003" R="0"/>
</c:Fill>
<c:CapturePointHUD>
<CapturePointNumber>4</CapturePointNumber>
</c:CapturePointHUD>
<c:Sprite>
<DiffuseTexture>Textures/Core/UnitHexagon_Rotated.png</DiffuseTexture>
<GlowMap></GlowMap>
</c:Sprite>
<c:Transform>
<Position X="0" Y="0" Z="0.00999999978"/>
<Scale X="0.800000012" Y="0.800000012" Z="0.800000012"/>
<Orientation X="0" Y="0" Z="1.57079637"/>
<Scale X="0.800000012" Y="0.800000012" Z="0.800000012"/>
</c:Transform>
</Components>
<Children/>
@@ -2094,20 +2084,20 @@
<Children>
<Entity name="ProgressionHexagon">
<Components>
<c:CapturePointHUD>
<CapturePointNumber>1</CapturePointNumber>
</c:CapturePointHUD>
<c:Fill>
<Color A="0.699999988" B="1" G="0.200000003" R="0"/>
</c:Fill>
<c:CapturePointHUD>
<CapturePointNumber>1</CapturePointNumber>
</c:CapturePointHUD>
<c:Sprite>
<DiffuseTexture>Textures/Core/UnitHexagon_Rotated.png</DiffuseTexture>
<GlowMap></GlowMap>
</c:Sprite>
<c:Transform>
<Position X="0" Y="0" Z="0.00999999978"/>
<Scale X="0.800000012" Y="0.800000012" Z="0.800000012"/>
<Orientation X="0" Y="0" Z="1.57079637"/>
<Scale X="0.800000012" Y="0.800000012" Z="0.800000012"/>
</c:Transform>
</Components>
<Children/>
@@ -2128,19 +2118,19 @@
<Children>
<Entity name="ProgressionHexagon">
<Components>
<c:CapturePointHUD/>
<c:Fill>
<Percentage>1</Percentage>
<Color A="0.699999988" B="0" G="0" R="1"/>
</c:Fill>
<c:CapturePointHUD/>
<c:Sprite>
<DiffuseTexture>Textures/Core/UnitHexagon_Rotated.png</DiffuseTexture>
<GlowMap></GlowMap>
</c:Sprite>
<c:Transform>
<Position X="0" Y="0" Z="0.00999999978"/>
<Scale X="0.800000012" Y="0.800000012" Z="0.800000012"/>
<Orientation X="0" Y="0" Z="4.71238899"/>
<Scale X="0.800000012" Y="0.800000012" Z="0.800000012"/>
</c:Transform>
</Components>
<Children/>
@@ -2166,14 +2156,24 @@
<Position X="0" Y="1.32321239" Z="0"/>
</c:Transform>
</Components>
<Children/>
<Children>
<Entity name="Spawner">
<Components>
<c:Spawner>
<EntityFile></EntityFile>
</c:Spawner>
<c:Transform/>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
</Children>
</Entity>
<Entity name="MenuOirign">
<Components>
<c:Transform>
<Position X="-23.0533829" Y="0.938369572" Z="14.068408"/>
<Position X="0" Y="0.600000024" Z="-1.86100006"/>
</c:Transform>
</Components>
<Children>
@@ -2374,7 +2374,9 @@
<Components>
<c:Sprite>
<DiffuseTexture>Textures/Core/ErrorTexture.png</DiffuseTexture>
<BlurBackground>true</BlurBackground>
<GlowMap></GlowMap>
<Color A="0" B="1" G="1" R="1"/>
</c:Sprite>
<c:Transform>
<Position X="0" Y="0" Z="-1"/>
@@ -2387,6 +2389,7 @@
<c:Sprite>
<DiffuseTexture>Textures/Core/White.png</DiffuseTexture>
<GlowMap></GlowMap>
<Visible>false</Visible>
</c:Sprite>
<c:Transform>
<Position X="0" Y="0.375197947" Z="0.0627754927"/>
@@ -2400,6 +2403,7 @@
<Content>1920x1080</Content>
<Resource>Fonts/DroidSans.ttf,64</Resource>
<Color A="1" B="1" G="0.847058833" R="0"/>
<Visible>false</Visible>
</c:Text>
<c:Transform>
<Position X="-0.00710564246" Y="-0.203304529" Z="0.00999999978"/>
@@ -2416,6 +2420,7 @@
<c:Sprite>
<DiffuseTexture>Textures/Core/White.png</DiffuseTexture>
<GlowMap></GlowMap>
<Visible>false</Visible>
</c:Sprite>
<c:Transform>
<Position X="0" Y="0.199327558" Z="0.0627754927"/>
@@ -2429,6 +2434,7 @@
<Content>1280x720</Content>
<Resource>Fonts/DroidSans.ttf,64</Resource>
<Color A="1" B="1" G="0.847058833" R="0"/>
<Visible>false</Visible>
</c:Text>
<c:Transform>
<Position X="-0.00710564246" Y="-0.203304529" Z="0.00999999978"/>
@@ -2540,20 +2546,20 @@
<Children>
<Entity name="CapturePointArrow">
<Components>
<c:Team>
<Team>
<Red/>
</Team>
</c:Team>
<c:CapturePointArrowHUD>
<CurrentTarget>2</CurrentTarget>
</c:CapturePointArrowHUD>
<c:Model>
<Resource>Models/Weapons/Blue/AssaultWeaponBlue.mesh</Resource>
</c:Model>
<c:Team>
<Team>
<Red/>
</Team>
</c:Team>
<c:Transform>
<Orientation X="-0.26696983" Y="-0.146981478" Z="0"/>
<Scale X="10.7000008" Y="1.4000001" Z="5.30000019"/>
<Orientation X="-0.648448348" Y="-0.417814791" Z="0"/>
</c:Transform>
</Components>
<Children/>
@@ -0,0 +1,122 @@
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
<Entity name="ServerIdentity_Origin" xmlns:c="components" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../Types/Entity.xsd">
<Components>
<c:Transform/>
</Components>
<Children>
<Entity name="ServerIdentity">
<Components>
<c:ServerIdentity/>
<c:Transform/>
</Components>
<Children>
<Entity name="IP">
<Components>
<c:Text>
<Content>123.123.123.123</Content>
<Resource>Fonts/DroidSans.ttf,64</Resource>
<Color A="1" B="0" G="0" R="0"/>
<Alignment>
<Left/>
</Alignment>
</c:Text>
<c:TextFieldReader>
<ParentEntityName>ServerIdentity</ParentEntityName>
<ComponentType>ServerIdentity</ComponentType>
<Field>IP</Field>
</c:TextFieldReader>
<c:Transform>
<Position X="-0.200000003" Y="-0.100000001" Z="0"/>
<Scale X="0.649999976" Y="0.649999976" Z="1"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="Port">
<Components>
<c:Text>
<Content>65999</Content>
<Resource>Fonts/DroidSans.ttf,64</Resource>
<Color A="1" B="0" G="0" R="0"/>
<Alignment>
<Left/>
</Alignment>
</c:Text>
<c:TextFieldReader>
<ParentEntityName>ServerIdentity</ParentEntityName>
<ComponentType>ServerIdentity</ComponentType>
<Field>Port</Field>
</c:TextFieldReader>
<c:Transform>
<Position X="4.70000029" Y="-0.100000001" Z="0"/>
<Scale X="0.649999976" Y="0.649999976" Z="1"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="ServerName">
<Components>
<c:Text>
<Content>UnkownServer</Content>
<Resource>Fonts/DroidSans.ttf,64</Resource>
<Color A="1" B="0" G="0" R="0"/>
<Alignment>
<Left/>
</Alignment>
</c:Text>
<c:TextFieldReader>
<ParentEntityName>ServerIdentity</ParentEntityName>
<ComponentType>ServerIdentity</ComponentType>
<Field>ServerName</Field>
</c:TextFieldReader>
<c:Transform>
<Position X="-8.60000038" Y="-0.100000001" Z="0"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="PlayersConnected">
<Components>
<c:Text>
<Content>0</Content>
<Resource>Fonts/DroidSans.ttf,64</Resource>
<Color A="1" B="0" G="0" R="0"/>
<Alignment>
<Left/>
</Alignment>
</c:Text>
<c:TextFieldReader>
<ParentEntityName>ServerIdentity</ParentEntityName>
<ComponentType>ServerIdentity</ComponentType>
<Field>PlayersConnected</Field>
</c:TextFieldReader>
<c:Transform>
<Position X="7.80000019" Y="0" Z="0"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="ServerIdentityConnect">
<Components>
<c:Button/>
<c:Sprite>
<DiffuseTexture>Textures/Core/White.png</DiffuseTexture>
<BlurBackground>true</BlurBackground>
<GlowMap></GlowMap>
<DepthSort>false</DepthSort>
<Color A="0.588235319" B="1" G="1" R="1"/>
</c:Sprite>
<c:Transform>
<Position X="0.100000001" Y="0.496000022" Z="0"/>
<Scale X="18.1000004" Y="2" Z="1"/>
</c:Transform>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
</Children>
</Entity>
+84
View File
@@ -0,0 +1,84 @@
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
<Entity name="ServerList" xmlns:c="components" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../Types/Entity.xsd">
<Components>
<c:ServerList>
<Offset X="0" Y="-2.20000005" Z="0"/>
</c:ServerList>
<c:Transform/>
</Components>
<Children>
<Entity name="Identities_Origin">
<Components>
<c:Transform>
<Position X="0" Y="0.181182757" Z="0"/>
</c:Transform>
</Components>
<Children>
<Entity name="ServerIdentitySpawner">
<Components>
<c:Spawner>
<EntityFile>Schema/Entities/ServerIdentity.xml</EntityFile>
</c:Spawner>
<c:Transform>
<Position X="0" Y="0" Z="0.00999999978"/>
<Scale X="0.0149999997" Y="0.0149999997" Z="1"/>
</c:Transform>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
<Entity name="Background">
<Components>
<c:Sprite>
<DiffuseTexture>Textures/Core/White.png</DiffuseTexture>
<BlurBackground>true</BlurBackground>
<GlowMap></GlowMap>
<Color A="0.588235319" B="0" G="0" R="0"/>
</c:Sprite>
<c:Transform>
<Scale X="0.300000012" Y="0.5" Z="1"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="RefreshButton">
<Components>
<c:Button/>
<c:Sprite>
<DiffuseTexture>Textures/Core/White.png</DiffuseTexture>
<BlurBackground>true</BlurBackground>
<GlowMap></GlowMap>
<Color A="0.588235319" B="1" G="1" R="1"/>
</c:Sprite>
<c:InputCmdButton>
<Command>RefreshServerList</Command>
<PressValue>1</PressValue>
</c:InputCmdButton>
<c:Transform>
<Position X="0.120867848" Y="0.222928733" Z="0.0189953279"/>
<Scale X="0.0149999997" Y="0.0149999997" Z="1"/>
</c:Transform>
</Components>
<Children>
<Entity name="RefreshIcon">
<Components>
<c:Sprite>
<DiffuseTexture>Textures/Icons/rotate.png</DiffuseTexture>
<GlowMap></GlowMap>
<Color A="1" B="1" G="0" R="1"/>
</c:Sprite>
<c:Transform>
<Position X="0" Y="-0.245000005" Z="0.00999999978"/>
<Scale X="0.690000057" Y="1.37600005" Z="1"/>
</c:Transform>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
</Children>
</Entity>
File diff suppressed because it is too large Load Diff
+2
View File
@@ -69,6 +69,8 @@
<xs:element ref="c:ScoreScreen" minOccurs="0"/>
<xs:element ref="c:ScoreIdentity" minOccurs="0"/>
<xs:element ref="c:NetworkComponent" minOccurs="0"/>
<xs:element ref="c:ServerIdentity" minOccurs="0"/>
<xs:element ref="c:ServerList" minOccurs="0"/>
</xs:all>
</xs:complexType>
</xs:element>
@@ -0,0 +1,31 @@
#version 430
layout (binding = 0) uniform sampler2D Texture0;
layout (binding = 1)uniform sampler2D Texture1;
in VertexData{
vec2 TextureCoordinate;
}Input;
out vec4 sceneColor;
out vec4 bloomColor;
void main()
{
vec4 texel0 = texture(Texture0, Input.TextureCoordinate);
vec4 texel1 = texture(Texture1, Input.TextureCoordinate);
float texel1_total = (texel1.r + texel1.g + texel1.b) * texel1.a;
texel1_total = ceil(clamp(texel1_total, 0, 1));
vec4 result0 = texel0 * (1.0 - texel1_total);
vec4 result1 = texel1 * texel1_total;
//vec4 final = texel1 * texel1_total + texel0 * (1.0 - texel1_total);
//float res = 1.0 - texel1_total;
//vec4 final = vec4(texel1_total, texel1_total, texel1_total, 1.0);
sceneColor = result1;
bloomColor = vec4(0.0, 0.0, 0.0, 0.0);
}
@@ -0,0 +1,13 @@
#version 430
layout (location = 0) in vec3 Position;
out VertexData{
vec2 TextureCoordinate;
}Output;
void main()
{
gl_Position = vec4(Position, 1.0);
Output.TextureCoordinate = (vec2(Position) + 1) / 2;
}
+8 -4
View File
@@ -14,11 +14,15 @@ uniform float weight[5] = float[](0.227027, 0.1945946, 0.1216216, 0.054054, 0.01
void main()
{
vec2 tex_offset = 1.0 / textureSize2D(Texture, 0);
vec3 result = texture(Texture, Input.TextureCoordinate).rgb * weight[0];
vec3 center = texture(Texture, Input.TextureCoordinate).rgb;
vec3 result = center * weight[0];
for(int i = 1; i < 5; ++i) {
result += texture(Texture, Input.TextureCoordinate + vec2(tex_offset.x * i, 0.0)).rgb * weight[i];
result += texture(Texture, Input.TextureCoordinate - vec2(tex_offset.x * i, 0.0)).rgb * weight[i];
vec4 eastFragments = texture(Texture, Input.TextureCoordinate + vec2(tex_offset.x * i, 0.0));
vec4 westFragments = texture(Texture, Input.TextureCoordinate - vec2(tex_offset.x * i, 0.0));
result += eastFragments.rgb * weight[i] * eastFragments.a;
result += westFragments.rgb * weight[i] * westFragments.a;
result += center * weight[i] * (1.0 - westFragments.a);
result += center * weight[i] * (1.0 - eastFragments.a);
}
fragmentColor = vec4(result, 1.0);
}
+8 -4
View File
@@ -14,11 +14,15 @@ uniform float weight[5] = float[](0.227027, 0.1945946, 0.1216216, 0.054054, 0.01
void main()
{
vec2 tex_offset = 1.0 / textureSize2D(Texture, 0);
vec3 result = texture(Texture, Input.TextureCoordinate).rgb * weight[0];
vec3 center = texture(Texture, Input.TextureCoordinate).rgb;
vec3 result = center * weight[0];
for(int i = 1; i < 5; ++i) {
result += texture(Texture, Input.TextureCoordinate + vec2(0.0, tex_offset.y * i)).rgb * weight[i];
result += texture(Texture, Input.TextureCoordinate - vec2(0.0, tex_offset.y * i)).rgb * weight[i];
vec4 northFragments = texture(Texture, Input.TextureCoordinate + vec2(0.0, tex_offset.y * i));
vec4 southFragments = texture(Texture, Input.TextureCoordinate - vec2(0.0, tex_offset.y * i));
result += northFragments.rgb * weight[i] * northFragments.a;
result += southFragments.rgb * weight[i] * southFragments.a;
result += center * weight[i] * (1.0 - northFragments.a);
result += center * weight[i] * (1.0 - southFragments.a);
}
fragmentColor = vec4(result, 1.0);
}
+2 -1
View File
@@ -35,7 +35,8 @@ void main()
sceneColor = vec4(color_result.xyz, clamp(color_result.a, 0, 1));
//bloomColor = vec4(clamp((glowTexel.xyz*3) - 1.0, 0, 100), 1.0);
bloomColor = vec4(1.0, 1.0, 1.0, 0.0);
bloomColor = vec4(max(color_result.xyz - 1.0, 0.0), clamp(color_result.a, 0, 1));
//bloomColor = vec4(1.0, 1.0, 1.0, 0.0);
}
-57
View File
@@ -1,57 +0,0 @@
#include "GUI/MainMenuSystem.h"
MainMenuSystem::MainMenuSystem(SystemParams params, IRenderer* renderer)
: System(params)
, ImpureSystem()
, m_Renderer(renderer)
{
EVENT_SUBSCRIBE_MEMBER(m_EPressed, &MainMenuSystem::OnButtonPress);
EVENT_SUBSCRIBE_MEMBER(m_EReleased, &MainMenuSystem::OnButtonRelease);
EVENT_SUBSCRIBE_MEMBER(m_EClicked, &MainMenuSystem::OnButtonClick);
}
void MainMenuSystem::Update(double dt)
{
}
bool MainMenuSystem::OnButtonClick(const Events::ButtonClicked& e)
{
if(e.EntityName == "Play") {
//Run play code
} else if(e.EntityName == "Connect") {
//Run connect code
} else if(e.EntityName == "Host") {
//Run host code
} else if(e.EntityName == "Quit") {
printf("No, you stay");
} else if (e.EntityName == "Res1080") {
glfwSetWindowSize(m_Renderer->Window(), 1920, 1080);
printf("\n1080");
} else if (e.EntityName == "Res720") {
glfwSetWindowSize(m_Renderer->Window(), 1280, 720);
glViewport(0, 0, 1280, 720);
printf("\n720");
} else if (e.EntityName == "Res480") {
glfwSetWindowSize(m_Renderer->Window(), 854, 480);
glViewport(0, 0, 854, 480);
printf("\n480");
} else if (e.EntityName == "FullScreen") {
printf("No fullscreen for now");
}
return true;
}
bool MainMenuSystem::OnButtonRelease(const Events::ButtonReleased& e)
{
return true;
}
bool MainMenuSystem::OnButtonPress(const Events::ButtonPressed& e)
{
return true;
}
+4 -8
View File
@@ -82,7 +82,10 @@ void Client::Update()
if (m_SearchingForServers) {
if (m_SearchingTime < (1000* (std::clock() - m_StartSearchTime) / (double)CLOCKS_PER_SEC)) {
m_SearchingForServers = false;
displayServerlist();
//displayServerlist();
Events::DisplayServerlist e;
e.Serverlist = m_Serverlist;
m_EventBroker->Publish(e);
}
}
@@ -463,12 +466,6 @@ void Client::disconnect()
bool Client::OnInputCommand(const Events::InputCommand & e)
{
// TEMP
if (e.Command == "SearchForServers" && e.Value > 0) {
Events::SearchForServers e;
m_EventBroker->Publish(e);
}
if (e.PlayerID != -1) {
return false;
}
@@ -553,7 +550,6 @@ bool Client::OnSearchForServers(const Events::SearchForServers& e)
m_SearchingForServers = true;
m_StartSearchTime = std::clock();
m_Serverlist.clear();
LOG_INFO("Searching for LAN servers...\n");
Packet packet(MessageType::ServerlistRequest);
m_ServerlistRequest.Broadcast(packet, 13); // TODO: Config
return true;
+282
View File
@@ -0,0 +1,282 @@
#include "Rendering/BlurHUD.h"
BlurHUD::BlurHUD(IRenderer* renderer)
: m_Renderer(renderer)
{
InitializeShaderPrograms();
InitializeBuffers();
InitializeTextures();
}
void BlurHUD::InitializeTextures()
{
m_BlackTexture = CommonFunctions::LoadTexture("Textures/Core/Black.png", false);
m_ScreenQuad = ResourceManager::Load<Model>("Models/Core/ScreenQuad.mesh");
}
void BlurHUD::InitializeShaderPrograms()
{
m_GaussianProgram_horiz = ResourceManager::Load<ShaderProgram>("##GaussianProgramHoriz");
if (m_GaussianProgram_horiz->GetHandle() == 0) {
m_GaussianProgram_horiz->AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/Gaussian_horiz.vert.glsl")));
m_GaussianProgram_horiz->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/Gaussian_horiz.frag.glsl")));
m_GaussianProgram_horiz->Compile();
m_GaussianProgram_horiz->BindFragDataLocation(0, "fragmentColor");
m_GaussianProgram_horiz->Link();
}
m_GaussianProgram_vert = ResourceManager::Load<ShaderProgram>("##GaussianProgramVert");
if (m_GaussianProgram_vert->GetHandle() == 0) {
m_GaussianProgram_vert->AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/Gaussian_vert.vert.glsl")));
m_GaussianProgram_vert->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/Gaussian_vert.frag.glsl")));
m_GaussianProgram_vert->Compile();
m_GaussianProgram_vert->BindFragDataLocation(0, "fragmentColor");
m_GaussianProgram_vert->Link();
}
m_FillDepthStencilProgram = ResourceManager::Load<ShaderProgram>("#FillDepthStencilProgram");
if (m_FillDepthStencilProgram->GetHandle() == 0) {
m_FillDepthStencilProgram->AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/FillDepthBuffer.vert.glsl")));
m_FillDepthStencilProgram->Compile();
m_FillDepthStencilProgram->Link();
}
m_CombineTexturesProgram = ResourceManager::Load<ShaderProgram>("#CombineTexturesProgram");
if (m_CombineTexturesProgram->GetHandle() == 0) {
m_CombineTexturesProgram->AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/CombineTexture.vert.glsl")));
m_CombineTexturesProgram->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/CombineTexture.frag.glsl")));
m_CombineTexturesProgram->Compile();
m_CombineTexturesProgram->BindFragDataLocation(0, "sceneColor");
m_CombineTexturesProgram->BindFragDataLocation(1, "bloomColor");
m_CombineTexturesProgram->Link();
}
GLERROR("Creating DepthFill program");
}
void BlurHUD::InitializeBuffers()
{
glm::vec2 res = glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height);
glm::vec2 res2 = glm::vec2(m_Renderer->GetViewportSize().Width/m_BlurQuality, m_Renderer->GetViewportSize().Height/m_BlurQuality);
CommonFunctions::GenerateTexture(&m_DepthStencil_horiz, GL_CLAMP_TO_BORDER, GL_NEAREST,
res2, GL_DEPTH24_STENCIL8, GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8);
CommonFunctions::GenerateTexture(&m_GaussianTexture_horiz, GL_CLAMP_TO_EDGE, GL_NEAREST,
res2, GL_RGBA16F, GL_RGBA, GL_FLOAT);
if (m_GaussianFrameBuffer_horiz.GetHandle() == 0) {
m_GaussianFrameBuffer_horiz.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_DepthStencil_horiz, GL_DEPTH_STENCIL_ATTACHMENT)));
m_GaussianFrameBuffer_horiz.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_GaussianTexture_horiz, GL_COLOR_ATTACHMENT0)));
}
m_GaussianFrameBuffer_horiz.Generate();
CommonFunctions::GenerateTexture(&m_DepthStencil_vert, GL_CLAMP_TO_BORDER, GL_NEAREST,
res2, GL_DEPTH24_STENCIL8, GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8);
CommonFunctions::GenerateTexture(&m_GaussianTexture_vert, GL_CLAMP_TO_EDGE, GL_NEAREST,
res2, GL_RGBA16F, GL_RGBA, GL_FLOAT);
if (m_GaussianFrameBuffer_vert.GetHandle() == 0) {
m_GaussianFrameBuffer_vert.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_DepthStencil_vert, GL_DEPTH_STENCIL_ATTACHMENT)));
m_GaussianFrameBuffer_vert.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_GaussianTexture_vert, GL_COLOR_ATTACHMENT0)));
}
m_GaussianFrameBuffer_vert.Generate();
CommonFunctions::GenerateTexture(&m_CombinedTexture, GL_CLAMP_TO_BORDER, GL_NEAREST,
res, GL_RGB16F, GL_RGB, GL_FLOAT);
if (m_CombinedTextureBuffer.GetHandle() == 0) {
m_CombinedTextureBuffer.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_CombinedTexture, GL_COLOR_ATTACHMENT0)));
}
m_CombinedTextureBuffer.Generate();
}
void BlurHUD::ClearBuffer()
{
GLERROR("PRE");
m_GaussianFrameBuffer_horiz.Bind();
glClearColor(0.f, 0.f, 0.f, 0.f);
glClearStencil(0x00);
glStencilMask(~0);
glDisable(GL_SCISSOR_TEST);
glClear(GL_COLOR_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
m_GaussianFrameBuffer_horiz.Unbind();
m_GaussianFrameBuffer_vert.Bind();
glClearColor(0.f, 0.f, 0.f, 0.f);
glClearStencil(0x00);
glStencilMask(~0);
glDisable(GL_SCISSOR_TEST);
glClear(GL_COLOR_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
m_GaussianFrameBuffer_vert.Unbind();
m_CombinedTextureBuffer.Bind();
glClearColor(0.f, 0.f, 0.f, 0.f);
glClear(GL_COLOR_BUFFER_BIT);
m_CombinedTextureBuffer.Unbind();
GLERROR("END");
}
//Returns the finished blurred texture
GLuint BlurHUD::Draw(GLuint texture, RenderScene& scene)
{
GLERROR("DrawBloomPass::Draw: Pre");
FillStencil(scene);
RenderState state;
state.Disable(GL_BLEND);
state.Disable(GL_DEPTH_TEST);
state.Disable(GL_CULL_FACE);
state.Enable(GL_STENCIL_TEST);
state.StencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
state.StencilFunc(GL_EQUAL, 1, 0xFF);
state.StencilMask(0x00);
state.DepthMask(GL_FALSE);
state.Enable(GL_SCISSOR_TEST);
GLuint shaderHandle_horiz = m_GaussianProgram_horiz->GetHandle();
GLuint shaderHandle_vert = m_GaussianProgram_vert->GetHandle();
//Horizontal pass, first use the given texture then save it to the horizontal framebuffer.
m_GaussianFrameBuffer_horiz.Bind();
glViewport(0, 0, m_Renderer->GetViewportSize().Width/m_BlurQuality, m_Renderer->GetViewportSize().Height/m_BlurQuality);
glScissor(0, 0, m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height);
m_GaussianProgram_horiz->Bind();
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, texture);
glBindVertexArray(m_ScreenQuad->VAO);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_ScreenQuad->ElementBuffer);
glDrawElementsBaseVertex(GL_TRIANGLES, m_ScreenQuad->MaterialGroups()[0].material->EndIndex - m_ScreenQuad->MaterialGroups()[0].material->StartIndex +1
, GL_UNSIGNED_INT, 0, m_ScreenQuad->MaterialGroups()[0].material->StartIndex);
//Iterate some times to make it more gaussian.
for (int i = 1; i < m_Iterations; i++) {
//Vertical pass
m_GaussianFrameBuffer_vert.Bind();
m_GaussianProgram_vert->Bind();
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, m_GaussianTexture_horiz);
glBindVertexArray(m_ScreenQuad->VAO);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_ScreenQuad->ElementBuffer);
glDrawElementsBaseVertex(GL_TRIANGLES, m_ScreenQuad->MaterialGroups()[0].material->EndIndex - m_ScreenQuad->MaterialGroups()[0].material->StartIndex +1
, GL_UNSIGNED_INT, 0, m_ScreenQuad->MaterialGroups()[0].material->StartIndex);
//horizontal pass
m_GaussianFrameBuffer_vert.Unbind();
m_GaussianFrameBuffer_horiz.Bind();
m_GaussianProgram_horiz->Bind();
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, m_GaussianTexture_vert);
glBindVertexArray(m_ScreenQuad->VAO);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_ScreenQuad->ElementBuffer);
glDrawElementsBaseVertex(GL_TRIANGLES, m_ScreenQuad->MaterialGroups()[0].material->EndIndex - m_ScreenQuad->MaterialGroups()[0].material->StartIndex +1
, GL_UNSIGNED_INT, 0, m_ScreenQuad->MaterialGroups()[0].material->StartIndex);
m_GaussianFrameBuffer_horiz.Unbind();
}
//final vertical gaussian after the iterations are done
m_GaussianFrameBuffer_vert.Bind();
m_GaussianProgram_vert->Bind();
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, m_GaussianTexture_horiz);
glBindVertexArray(m_ScreenQuad->VAO);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_ScreenQuad->ElementBuffer);
glDrawElementsBaseVertex(GL_TRIANGLES, m_ScreenQuad->MaterialGroups()[0].material->EndIndex - m_ScreenQuad->MaterialGroups()[0].material->StartIndex +1
, GL_UNSIGNED_INT, 0, m_ScreenQuad->MaterialGroups()[0].material->StartIndex);
GLERROR("DrawBloomPass::Draw: END");
glViewport(0, 0, m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height);
glScissor(0, 0, m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height);
return m_GaussianTexture_vert;
}
void BlurHUD::OnWindowResize()
{
CommonFunctions::GenerateTexture(&m_GaussianTexture_vert, GL_CLAMP_TO_EDGE, GL_LINEAR, glm::vec2(m_Renderer->GetViewportSize().Width/m_BlurQuality, m_Renderer->GetViewportSize().Height/m_BlurQuality), GL_RGB16F, GL_RGB, GL_FLOAT);
m_GaussianFrameBuffer_vert.Generate();
CommonFunctions::GenerateTexture(&m_GaussianTexture_horiz, GL_CLAMP_TO_EDGE, GL_LINEAR, glm::vec2(m_Renderer->GetViewportSize().Width/m_BlurQuality, m_Renderer->GetViewportSize().Height/m_BlurQuality), GL_RGB16F, GL_RGB, GL_FLOAT);
m_GaussianFrameBuffer_horiz.Generate();
}
void BlurHUD::FillStencil(RenderScene& scene)
{
RenderState state;
state.BindFramebuffer(m_GaussianFrameBuffer_horiz.GetHandle());
state.Disable(GL_DEPTH_TEST);
state.Enable(GL_CULL_FACE);
state.Enable(GL_STENCIL_TEST);
state.StencilFunc(GL_ALWAYS, 1, 0xFF);
state.StencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
state.StencilMask(0xFF);
glViewport(0, 0, m_Renderer->GetViewportSize().Width/m_BlurQuality, m_Renderer->GetViewportSize().Height/m_BlurQuality);
m_FillDepthStencilProgram->Bind();
GLuint shaderHandle = m_FillDepthStencilProgram->GetHandle();
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "V"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ViewMatrix()));
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "P"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix()));
for (auto& job : scene.Jobs.SpriteJob) {
auto spriteJob = std::dynamic_pointer_cast<SpriteJob>(job);
if (!spriteJob) {
continue;
}
if (!spriteJob->BlurBackground) {
continue;
}
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "M"), 1, GL_FALSE, glm::value_ptr(spriteJob->Matrix));
glBindVertexArray(spriteJob->Model->VAO);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, spriteJob->Model->ElementBuffer);
glDrawElements(GL_TRIANGLES, spriteJob->EndIndex - spriteJob->StartIndex + 1, GL_UNSIGNED_INT, (void*)(spriteJob->StartIndex*sizeof(unsigned int)));
}
state.BindFramebuffer(m_GaussianFrameBuffer_vert.GetHandle());
for (auto& job : scene.Jobs.SpriteJob) {
auto spriteJob = std::dynamic_pointer_cast<SpriteJob>(job);
if (!spriteJob) {
continue;
}
if(!spriteJob->BlurBackground) {
continue;
}
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "M"), 1, GL_FALSE, glm::value_ptr(spriteJob->Matrix));
glBindVertexArray(spriteJob->Model->VAO);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, spriteJob->Model->ElementBuffer);
glDrawElements(GL_TRIANGLES, spriteJob->EndIndex - spriteJob->StartIndex + 1, GL_UNSIGNED_INT, (void*)(spriteJob->StartIndex*sizeof(unsigned int)));
}
glViewport(0, 0, m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height);
}
//Texture 1 will be used if texture 2 is black at that texel, else texture 2 is used.
GLuint BlurHUD::CombineTextures(GLuint texture1, GLuint texture2)
{
//RenderState state;
//state.BindFramebuffer(m_CombinedTextureBuffer.GetHandle());
//state.Disable(GL_DEPTH_TEST);
//state.Disable(GL_STENCIL_TEST);
m_CombineTexturesProgram->Bind();
glActiveTexture(GL_TEXTURE0);
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, texture1);
glBindTexture(GL_TEXTURE_2D, texture2);
glBindVertexArray(m_ScreenQuad->VAO);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_ScreenQuad->ElementBuffer);
glDrawElementsBaseVertex(GL_TRIANGLES, m_ScreenQuad->MaterialGroups()[0].material->EndIndex - m_ScreenQuad->MaterialGroups()[0].material->StartIndex +1
, GL_UNSIGNED_INT, 0, m_ScreenQuad->MaterialGroups()[0].material->StartIndex);
return m_CombinedTexture;
}
+18 -2
View File
@@ -233,7 +233,7 @@ void DrawFinalPass::InitializeShaderPrograms()
}
void DrawFinalPass::Draw(RenderScene& scene)
void DrawFinalPass::Draw(RenderScene& scene, BlurHUD* blurHUDPass)
{
GLERROR("Pre");
DrawFinalPassState* stateDethp = new DrawFinalPassState(m_ShieldDepthFrameBuffer.GetHandle());
@@ -280,16 +280,32 @@ void DrawFinalPass::Draw(RenderScene& scene)
DrawModelRenderQueuesWithShieldCheck(scene.Jobs.TransparentObjects, scene); //might need changing
GLERROR("Shielded Transparent objects");
//Generate blur texture.
delete state;
if (scene.ShouldBlur) {
//This needs to be drawn only when the full scene is being renderd, and then let be, otherwise sprite and other shit will show on it.
m_FullBlurredTexture = blurHUDPass->Draw(m_SceneTexture, scene);
}
DrawFinalPassState* stateSprite = new DrawFinalPassState(m_FinalPassFrameBuffer.GetHandle());
if(scene.ShouldBlur) {
//Combine nonblur and blur texture
stateSprite->Disable(GL_DEPTH_TEST);
stateSprite->Disable(GL_STENCIL_TEST);
m_CombinedTexture = blurHUDPass->CombineTextures(m_SceneTexture, m_FullBlurredTexture);
}
//Draw Transparen objects
//state->BlendFunc(GL_ONE, GL_ONE);
//state->StencilFunc(GL_EQUAL, 1, 0xFF);
//DrawModelRenderQueues(scene.Jobs.TransparentObjects, scene);
GLERROR("TransparentObjects");
//state->BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
stateSprite->Enable(GL_DEPTH_TEST);
DrawSprites(scene.Jobs.SpriteJob, scene);
GLERROR("SpriteJobs");
delete state;
delete stateSprite;
GLERROR("END");
}
+1
View File
@@ -435,6 +435,7 @@ void RenderSystem::Update(double dt)
}
RenderScene scene;
scene.ShouldBlur = true;
scene.Camera = m_Camera;
scene.Viewport = Rectangle(1280, 720);
+11 -3
View File
@@ -110,7 +110,7 @@ void Renderer::Draw(RenderFrame& frame)
{
GLERROR("PRE");
glBindFramebuffer(GL_FRAMEBUFFER, 0);
ImGui::Combo("Draw textures", &m_DebugTextureToDraw, "Final\0Scene\0Bloom\0Gaussian\0Picking\0Ambient Occlusion");
ImGui::Combo("Draw textures", &m_DebugTextureToDraw, "Final\0Scene\0Bloom\0Gaussian\0Picking\0Ambient Occlusion\0Combined Scene Texture\0Full Blurred Texture");
ImGui::Combo("CubeMap", &m_CubeMapTexture, "Nevada(512)\0Sky(1024)");
if(m_CubeMapTexture == 0) {
m_CubeMapPass->LoadTextures("Nevada");
@@ -133,6 +133,7 @@ void Renderer::Draw(RenderFrame& frame)
m_DrawFinalPass->ClearBuffer();
m_DrawBloomPass->ClearBuffer();
m_SSAOPass->ClearBuffer();
m_BlurHUDPass->ClearBuffer();
PerformanceTimer::StopTimer("Renderer-ClearBuffers");
GLERROR("ClearBuffers");
for (auto scene : frame.RenderScenes) {
@@ -158,7 +159,7 @@ void Renderer::Draw(RenderFrame& frame)
m_LightCullingPass->CullLights(*scene);
GLERROR("LightCulling");
PerformanceTimer::StartTimerAndStopPrevious("Renderer-Draw Geometry+Light");
m_DrawFinalPass->Draw(*scene);
m_DrawFinalPass->Draw(*scene, m_BlurHUDPass);
GLERROR("Draw Geometry+Light");
//m_DrawScenePass->Draw(*scene);
@@ -194,6 +195,12 @@ void Renderer::Draw(RenderFrame& frame)
if (m_DebugTextureToDraw == 5) {
m_DrawScreenQuadPass->Draw(m_SSAOPass->SSAOTexture());
}
if (m_DebugTextureToDraw == 6) {
m_DrawScreenQuadPass->Draw(m_DrawFinalPass->CombinedSceneTexture());
}
if (m_DebugTextureToDraw == 7) {
m_DrawScreenQuadPass->Draw(m_DrawFinalPass->FullBlurredTexture());
}
PerformanceTimer::StopTimer("Renderer-Misc Debug Draws");
PerformanceTimer::StartTimer("Renderer-ImGuiRenderPass");
@@ -244,9 +251,10 @@ void Renderer::InitializeRenderPasses()
m_LightCullingPass = new LightCullingPass(this);
m_CubeMapPass = new CubeMapPass(this);
m_SSAOPass = new SSAOPass(this, m_Config);
m_BlurHUDPass = new BlurHUD(this);
m_DrawFinalPass = new DrawFinalPass(this, m_LightCullingPass, m_CubeMapPass, m_SSAOPass);
m_DrawScreenQuadPass = new DrawScreenQuadPass(this);
m_DrawBloomPass = new DrawBloomPass(this, m_Config);
m_DrawColorCorrectionPass = new DrawColorCorrectionPass(this);
}
+3 -1
View File
@@ -37,7 +37,8 @@
#include "Game/Systems/ScoreScreenSystem.h"
#include "Game/Systems/SpectatorCameraSystem.h"
#include "GUI/ButtonSystem.h"
#include "GUI/MainMenuSystem.h"
#include "Game/Systems/MainMenuSystem.h"
#include "Game/Systems/ServerListSystem.h"
Game::Game(int argc, char* argv[])
@@ -151,6 +152,7 @@ Game::Game(int argc, char* argv[])
m_SystemPipeline->AddSystem<BoostIconsHUDSystem>(updateOrderLevel);
m_SystemPipeline->AddSystem<ScoreScreenSystem>(updateOrderLevel);
m_SystemPipeline->AddSystem<SpectatorCameraSystem>(updateOrderLevel);
m_SystemPipeline->AddSystem<ServerListSystem>(updateOrderLevel, m_Renderer);
// Populate Octree with collidables
++updateOrderLevel;
m_SystemPipeline->AddSystem<FillOctreeSystem>(updateOrderLevel, m_OctreeCollision, "Collidable");
+94
View File
@@ -0,0 +1,94 @@
#include "../Game/Systems/MainMenuSystem.h"
MainMenuSystem::MainMenuSystem(SystemParams params, IRenderer* renderer)
: System(params)
, ImpureSystem()
, m_Renderer(renderer)
{
EVENT_SUBSCRIBE_MEMBER(m_EPressed, &MainMenuSystem::OnButtonPress);
EVENT_SUBSCRIBE_MEMBER(m_EReleased, &MainMenuSystem::OnButtonRelease);
EVENT_SUBSCRIBE_MEMBER(m_EClicked, &MainMenuSystem::OnButtonClick);
EVENT_SUBSCRIBE_MEMBER(m_EInputCommand, &MainMenuSystem::OnInputCommand);
}
void MainMenuSystem::Update(double dt)
{
}
bool MainMenuSystem::OnButtonClick(const Events::ButtonClicked& e)
{
if (e.EntityName == "ServerIdentityConnect") {
EntityWrapper entity = e.Entity;
EntityWrapper serverIdentityEntity = entity.FirstParentWithComponent("ServerIdentity");
if(serverIdentityEntity.Valid()) {
Events::ConnectRequest event;
event.IP = (std::string)entity["ServerIdentity"]["IP"];
event.Port = (int)entity["ServerIdentity"]["Port"];
printf("\n ----Request Server Connect----\nIP: %s\nPort: %i\n ------------------------------", event.IP, event.Port);
m_EventBroker->Publish(event);
}
}
return true;
}
bool MainMenuSystem::OnButtonRelease(const Events::ButtonReleased& e)
{
return true;
}
bool MainMenuSystem::OnButtonPress(const Events::ButtonPressed& e)
{
return true;
}
bool MainMenuSystem::OnInputCommand(const Events::InputCommand& e)
{
if(e.Command == "Play" && e.Value == 1) {
auto menus = m_World->GetComponents("Menu");
if (menus == nullptr) {
return 0;
}
if (m_OpenSubMenu == EntityWrapper::Invalid) {
//No submenu is open, open one.
for (auto& menu : *menus) {
EntityWrapper menuEntity = EntityWrapper(m_World, menu.EntityID);
auto serverListSpawner = menuEntity.FirstChildByName(e.Command + "Spawner");
if (!serverListSpawner.HasComponent("Spawner")) {
return 0;
}
m_OpenSubMenu = SpawnerSystem::Spawn(serverListSpawner, serverListSpawner);
Events::SearchForServers event;
m_EventBroker->Publish(event);
break;
}
} else if(!m_OpenSubMenu.HasComponent("ServerList")) {
//Menu is open, but not the right one, delete the old one and open a new one.
m_World->DeleteEntity(m_OpenSubMenu.ID);
m_OpenSubMenu = EntityWrapper::Invalid;
for (auto& menu : *menus) {
EntityWrapper menuEntity = EntityWrapper(m_World, menu.EntityID);
auto serverListSpawner = menuEntity.FirstChildByName(e.Command + "Spawner");
if (!serverListSpawner.HasComponent("Spawner")) {
return 0;
}
m_OpenSubMenu = SpawnerSystem::Spawn(serverListSpawner, serverListSpawner);
Events::SearchForServers event;
m_EventBroker->Publish(event);
break;
}
} else {
//Serverlist submenu is open, close it.
printf("\n\nMenuShit\n\n");
m_World->DeleteEntity(m_OpenSubMenu.ID);
m_OpenSubMenu = EntityWrapper::Invalid;
}
} else if (e.Command == "RefreshServerList" && e.Value == 1){
Events::SearchForServers event;
m_EventBroker->Publish(event);
}
return true;
}
+53
View File
@@ -0,0 +1,53 @@
#include "../Game/Systems/ServerListSystem.h"
ServerListSystem::ServerListSystem(SystemParams params, IRenderer* renderer)
: System(params)
, PureSystem("ServerList")
, m_Renderer(renderer)
{
EVENT_SUBSCRIBE_MEMBER(m_EServerListRecieved, &ServerListSystem::OnServerListRecieved);
}
void ServerListSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper& cServerList, double dt)
{
}
void ServerListSystem::RefreshList()
{
Events::SearchForServers event;
m_EventBroker->Publish(event);
}
bool ServerListSystem::OnServerListRecieved(const Events::DisplayServerlist& e)
{
if (e.Serverlist.size() == 0) {
return 1;
}
auto serverLists = m_World->GetComponents("ServerList");
if (serverLists == nullptr)
return 1;
for (auto& cServerList : *serverLists) {
EntityWrapper serverListEntity = EntityWrapper(m_World, cServerList.EntityID);
EntityWrapper identitySpawner = serverListEntity.FirstChildByName("ServerIdentitySpawner");
identitySpawner.DeleteChildren();
(int&)cServerList["TotalIdentities"] = (int)e.Serverlist.size();
for (int i = 0; i < e.Serverlist.size(); i++) {
//Create Identities for each server and place them on the right position.
EntityWrapper newIdentity = SpawnerSystem::Spawn(identitySpawner, identitySpawner);
glm::vec3 offset = (glm::vec3)serverListEntity["ServerList"]["Offset"];
(glm::vec3&)newIdentity["Transform"]["Position"] = offset * (float)i;
auto& cIdentity = newIdentity["ServerIdentity"];
(std::string&)cIdentity["IP"] = e.Serverlist[i].Address;
(std::string&)cIdentity["ServerName"] = e.Serverlist[i].Name;
(int&)cIdentity["Port"] = e.Serverlist[i].Port;
(int&)cIdentity["PlayersConnected"] = e.Serverlist[i].PlayersConnected;
}
}
return 1;
}